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WumpusRat

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Everything posted by WumpusRat

  1. This feels a lot like you're being argumentative for the sake of being argumentative, Pax. "Pfft, YOUR suggestions might not work for absolutely every single person. MY suggestion might work for the people yours don't! So there!" There's a reason the expression "et cetera" exists, and is used.
  2. Hence the examples listed. Use a different language, use an adjective, use a slightly different term, etc. It's not just a dismissive "get creative, noob", it's "here's a bunch of things you could try".
  3. Yeah, I'll post a copy of it there as well. Is anyone else seeing this issue too? Or is it just me?
  4. You need to stop saying "the good names" or "the good sounding names". Good is entirely subjective. What you mean is all the COMMON names will be taken. Sure, it's a little annoying when a name I wanted is already taken, but that's when creativity comes into play. You know, that thing we're supposed to have as MMO players. Use the same word/term from another language. Use a slightly different term. Use an alternate spelling of it. Add an adjective. Etc. Unique names means each character will be unique. Every (and I mean EVERY) game I've seen where they use some sort of global designator meant that the character name you chose became irrelevant. Nobody but NPCs referred to you as that. They ALWAYS referred to you by your global. Why? Because it was the only way to really signify who you were talking to. And what happens when people start saying "all the good global names are taken!"? What then? We'll be back in this exact same boat, with people claiming we now need a second-tier global to refer to everyone as, "so people can have the good global name they want".
  5. With the new patch of the game today, I've noticed an issue when in base building mode. The object list at the bottom of the screen when you're selecting stuff flickers. A lot. It's bad enough that it's giving me a headache to try and build anything for a long period of time. I love base building, and have been working on a bunch of them, but this is bad enough that I can't do it until this is fixed. What happened?
  6. If it's purely vanilla WoW, with no expansions at all, you'll have a ton of people at level-60 within the first week or so, and two weeks later they'll be bitching about the lack of content. The only raid back then was Onyxia (which wasn't even really a "raid", just a big boss kill) and Molten Core. There was no other end-game content.
  7. On the bridge? Inactive mission computers. Just sunk the base of it into the floor (since there's no area under the bridge for them to clip into). It worked really well as a big viewscreen. :)
  8. Except the 'random tag' thing would prevent people from sending a /tell to you, unless they knew what that random tag was. It would make sending a /tell ONLY possible via clicking on the person's name and sending it to them. And what happens if you click on the wrong version of that name, if multiple people have it? You might see five people with the same name chatting, and want to talk to one of them, but you don't know which is which, since all it shows is their name on broadcast. You'd have to scroll back up through chat to find a message from the one you wanted to talk to, make sure it's the right person, click on them, send tell, etc. It would make it a hassle. But yeah, people constantly bring up the whole "make names no longer unique", and every time I disagree with it. Making names non-unique means the names don't matter. The only thing that matters at that point is the person's global. You may as well just name all your characters GenericHero/GenericVillain, because people aren't going to pay attention to the character name, only the global. That's what happened in every other game I've seen do that.
  9. For myself, I can't stand that system. Not only does it clutter up chat with tons of extra text, but then you run into characters who have the max character limit names, AND max character limit account name. So you'd end up with chat being like: Savior of the Eternal Gerbil@ihaveareallylongname: <tells a bad joke> Lord Darkity Darkness of Death@lorddarkitydarknessofdeath: lol Not only that, but I LIKE names being unique. I don't need to see fifty different characters with the same name running around. It makes character names more or less meaningless, and only the global matters.
  10. Okay, took some pictures. The character is one of my aliens, who's minimum height. For a max height person, the ship would be a little cramped. Which was the point. 🙂 The pictures don't really capture everything perfectly, since the lighting is dim (the aliens are from a low-light world), lots of slowly pulsing lights, etc. The rear corridor leading from the command hallway down to engineering and the shuttle bay. Transport room. Med-lab. Captain's quarters. Bridge. Part of engineering. Shuttle bay, complete with shuttle. You can see one of the force screens to let smaller craft out of the bay on the left. The shuttle drops through a doorway in the floor, since it's too large to get out through the small fields. The other field on the right leads to the cargo bay (where all the crafting storage and stuff is).
  11. Yeah, building non-square areas is a pain in the ass. As for pics, I'll walk through and grab some tonight when I get home from work. :)
  12. I've ringed a few "above ground" bases with the roman cliff objects. They're massive, and can create a nice valley effect around an area. Still won't stop people who are determined to hop the fence, but it prevents just walking off the edge.
  13. I have a space ship that I've been building, though the exterior needs a lot of TLC to really look nice. It's near the flight ceiling above the base area, with the background set to "space" and interior lighting, so the only illumination comes from the interior lights. The SG is themed after a race of very small humanoids who hunt Rikti, so the ship is pretty cramped if you're used to really high ceilings (the hallway through the main deck is about 9 feet tall, so barely a foot above a max-height character). At the moment it's a fairly small ship, with only two decks (operations and living quarters above, hangar bay (with a shuttlecraft) and cargo bay below) and then the rear of the ship is a two-deck-high engine room. I'm using a rikti computer screen to generate a 'force field exit' from the shuttle bay to open space, so if you have flight you can step outside and fly around the ship. Given that you can go 900 up but down to -2000, I might build a second ship below and move everything over to that one, and see about making a much larger vessel. I've pondered a space station as well, but given we can't put custom NPCs in there, I'd have to make it for a different group, or a human-run station.
  14. One of the issues with the mercenaries comes from the Commando. I posted a suggestion a while back to adjust him a bit, since his big two attacks (full auto and LRM rocket) are on ridiculously long cooldowns (basically just ported straight from other kits, and not adjusted for MMs, who can't slot recharge into their pets). As it stands right now, the LRM Rocket is on a massive 240s cooldown, and Full Auto is on a 60s cooldown. Both of these powers could be dropped to 20-24s cooldowns, and it would dramatically improve the mercenary kit's damage output. Another issue is, of course, serum. Serum is kind of a joke of a power. What I'd prefer to do is to modify it slightly to function similarly to how the Beast Mastery power functions. Just having purchased Serum, all your soldiers now have a permanent, weak boost to their abilities (it's super-soldier serum, after all). Give them like +5% damage, +5% to-hit, and +5% smash/lethal/toxic resists. Then if you use the serum on one of your soldiers, it would super-charge them, doing the same thing it does now, but reduce the cooldown to 2-3m instead of the ridiculous 16m cooldown it has right now. Or, optionally, you could use it without a target and it would give a weaker bonus, but to all your soldiers at once.
  15. I want that power in CoH. :)
  16. One thing I'd like, if nobody has mentioned it yet, is the ability to put a p2w vendor in your base. Would be handy.
  17. Just be sure to bring a lot of money, or be ready to burn a free costume change. Because adjusting the body sliders is REALLY expensive.
  18. Another thing to consider when it comes to the sentinel vs blaster/defender/corruptor comparison is that certain abilities for sentinels actually deal significant damage and/or have drastically lowered cooldowns. They also have some different abilities swapped in in place of ones that the other ATs have. Some examples, comparing base damage and cooldowns: Sonic Attack, Screech Blaster: 12, 20s Defender: 7, 20s Corruptor: 8, 20s Sentinel: 114, 12s Psychic Blast, Scramble Thoughts Blaster: 15 Defender: 9 Corruptor: 11 Sentinel: 178 Dual Pistols, Suppressive Fire Blaster: 6, 20s Defender: 4, 20s Corruptor: 5, 20s Sentinel: 82, 8s A lot of "pure cc" abilities that the other ranged damage ATs get have been turned into a high-damage attack that can be used in an attack chain for a sentinel.
  19. I played WoW a good bit when it came out, splitting my time between that and CoH. I played it semi-regularly up until the release of the first expansion, but by then I was so bored of it that I left and didn't look back for a long time. I tried it out again a couple of years ago for a bit, but it just doesn't have the same feeling of exploration and interest that it used to. So I only ended up sticking around for like 3 weeks, then left again. But now that CoH is back up, I'm here full-time. :)
  20. I have several characters without a travel power. Sprint + ninja running makes for pretty good speed, and you can always use a jetpack if you need to fly. You can buy 5 hours of jetpack from the P2W vendor for 50k.
  21. One thing you can do that I do a lot if I want to test out an idea is go over to the test server and create the character at 50th. You can test them with just SOs first, then test them with full IO sets, to see if the playstyle is something you enjoy and want to build towards.
  22. Back on live, I played villains almost exclusively once CoV came out. Now in HC, most of my characters are heroes. I still have about 15-20 villains out of the 90 or so characters I have, but the majority are heroes (or vigilantes). I tend to go where the RP is.
  23. You only need a large sample size if you're trying to prove that, on average, it works out that way. This is simply pointing out a rare outlier. Not saying "it's broken because X happened", but simply noticing a rare occurrence. Same as noticing you crit five times in a row as a scrapper. "Wow, lucky rng."
  24. Except you don't need 10000 attempts to work out the odds of an event occurring. If you have a 50% chance to hit, then the odds are 50/50 that you hit or miss. Getting the same result twice in a row (hit or miss) is 25%. Getting the same result three times in a row is 12.5% And so on. Is it statistically possible to miss 10 times in a row with a 75% to hit? Of course. The odds of it happening, however, is .0000953674% That's why people notice extreme outliers.
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